Discussion in 'Community Patch Project' started by Theral, Aug 23, 2016.
Does Happiness provide GA points during golden ages?
How do you prevent a city from growing in population? I have been having excessive unhappiness lately when my cities grow too large. If I go into the city screen and mark the box that supposedly limits population growth, it doesn't seem to work properly. Instead of simply halting population growth, it instead usually shows a negative available food amount for the city, and indicates that the city is starving. If I then micro manage my city so there is not a negative food amount, the population keeps growing (it increases slowly, but still keeps growing). Please let me know what I might be doing wrong. Thanks.
You can't control the growth rate directly, only the amount of food by reassigning worked tiles and specialists. If you want minimal growth without starvation, you need to fine-tune it as you said. Not sure if it is possible to completely stop growth without starvation.
Can't I stop existing trade routes and luxury resource deals with a neighbour who is plotting to war me? I can understand luxury deals maybe cannot be stopped..since a deal is a deal and it should be enforced and anyways it will automatically be stopped when war comes.
But what about trade routes?..He will pillage all my trade routes. Can't I redirect them to other places or something?
No, sorry you can't do that.
Torvald, that sounds like a bug. Please, report it to github so Gazebo & the team will be able to fix it. Checking the "prevent growth" should ensure nothing changes except the population doesn't increase.
When you check this checkbox, it prevent the city to grow and it notify the city mayor to re-assign worker to minimize the food. In your case, your mayor has do a poor job and has not put enough citizen to work food tiles. You can correct his error by assigning the citizen yourself.
As has been stated before, check the "avoid growth" box to stop the city from growing. This will work as intended ... usually.
To the left of the box is an icon that fills up with "leftover" or "surplus" food (colored in green); normally, when this fills up, your city grows in size, but a checked "avoid growth" box prevents the growth. When your city is producing a negative amount, it draws from this surplus pool; yes, you will get "starvation" warnings every turn, but your city size will not change (unless the surplus pool actually runs out of food). If you have selected any social policies that reward you with food (e.g., Progress --> Organization: gain food and culture when a building is constructed) or if events pop up rewarding food, this food is added to the surplus pool; so, you could maintain a negative production yet never run out of surplus food. (I am actually employing this strategy for all cities in my current game.)
If you don't like seeing the negative production or seeing the starvation alarms every turn, you may choose to have your city focus on food production to turn the food production into a positive number. Alternatively, you may assign your citizens directly to work particular food-producing plots.
I've only encountered one sure exception: a baby boom event will increase all of your cities' populations by +1, regardless of any "avoid growth" boxes being checked. (So far, this event has never occurred more than once for me in any game I've played. Yet, every time it has happened was the worst for me ... but I digress.)
The other possible exception is one I'm still trying to identify. This box gets unchecked by the game occasionally, so I'm keeping an eye on my cities in order to narrow the potential triggers.
I never use the 'stop growth' button. If my happiness feels low, I delay growth buildings, if that's not enough, I change city focus. Usually focusing in something other than food or default results in smaller growth. I believe this is much better than having the food and not growing. Once my happiness rises, I go all for growth buildings, but not before (though it depends a little on my expectations of acquiring new cities).
For whatever reason, my cities grow really fast and happiness is a chronic problem until I can adopt Ideology policies. (Between turns 100 and 250, my happiness level is chronically around -16, despite my efforts.) After several playthroughs, I'm now only constructing Aqueducts, Grocers, Hospitals, and Medical Labs because they also reduce Poverty; I don't need to build the other food buildings.
Briantjack, what are the main causes of unhappiness in those turns? How are you using garrisons, city connections, (mercantile) city states, imported luxuries,..., to help with the (un)happiness?
Also, are you filling up specialist slots? That can help slow down the growth while providing strong bonuses.
i dont know about now. but in previous versions, before policies got changed(some more, some less), every single game when i had problems with happines i pick Rationalism. IMHO Industry is good if you are well with happines and you can just focus on your own stuff with its bonuses. Rationalism with their villages + strat. resource bonuses solve much more problems than Industry. But thats just my opinion. sometimes pick policy tree which doesnt fit your win conditions but helps you in current situation is beter choice.
What is the difference between the
-Vox Populi, and
-Community Balance Patch?
Seems like maybe the first two are the same? Also, after downloading one of them, how do you use it?
Community Patch is the part of the project which only focuses on fixing broken vanilla mechanics and such like.
Community Balance Overhaul is where new leaders abilities, units, policies, techs, religious beliefs, etc. are added to make the overall game more enjoyable.
Vox Populi is the re-branding of the entire project and applies to everything that the installer installs.
Easiest way to get this is to download the installer from the latest release page and install with that. Then just activate the mods in Civ V as per normal and enjoy.
Thank you! So a couple of almost certainly dumb questions:
-So does VP have both of what's in CP and CBP?
-For me normal is G&K years ago with no mods. Does having one mean you click something else to start?
(Yes, I really am that ignorant.)
On garrisons, nearly every city gets one. On a huge, Continents Plus map, I try to quickly expand out to 6-8 cities, and so I'm not able to garrison them all as I'm also trying to build up infrastructure. On what units I use for garrisons, I prefer ranged over melee; I have accepted the lower combat strength to get the trade-off of being able to hit opposing units without taking damage. (The ranged units also deter barbarians ships, as most of my cities tend to be along the coastline.) I build Walls and Castles when I can; with the CBP loaded, though, these defenses have maintenance costs, which seem costly when my income is already negative.
On city connections, I use roads to connect cities of size 5 or greater. As I tend to build cities on the same continent early on, I prefer to connect with roads rather than Cargo Ships or Harbors.
City States are spotty. Many times, I don't find them on the mainland; they're out on islands or other continents. I play with the enhanced diplomacy mod that is included with Vox Populi, so relationships with City States are enhanced through utilizing special diplomacy units; I find this system rather burdensome, so I avoid it almost altogether. (I'd drop the mod, but it is a dependency for other mods I like to use.)
I import other civ's luxuries almost every chance I get. I do avoid trading away my very last copy of a luxury resource, even if I get one of the others' in exchange. Speaking of, CBP (or the resources mod shipped with Vox Populi) nerfs the happiness provided by luxuries, so keeping the populace happy is quite the challenge.
Yes, I am using the Specialists to give the city workers something to do beside producing food. However, I still have to keep the avoid growth button checked as I collect A LOT of free food through constructing buildings in my cities.
I'll try that out. Thanks.
So... Does the multiplayer version is behind the state of the singeplayer version?
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